Demotes the "electrical conductivity" flag from flags_1 to obj_flags (#80033)

## About The Pull Request

Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game

Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.

I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
This commit is contained in:
san7890
2023-12-01 21:43:46 -05:00
committed by GitHub
parent 466c8fb3c0
commit 7f7688b60a
109 changed files with 190 additions and 188 deletions
+19 -21
View File
@@ -17,49 +17,47 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
/// Is this object currently processing in the atmos object list?
#define ATMOS_IS_PROCESSING_1 (1<<0)
/// conducts electricity (metal etc.)
#define CONDUCT_1 (1<<1)
/// For machines and structures that should not break into parts, eg, holodeck stuff
#define NODECONSTRUCT_1 (1<<2)
#define NODECONSTRUCT_1 (1<<1)
/// item has priority to check when entering or leaving
#define ON_BORDER_1 (1<<3)
#define ON_BORDER_1 (1<<2)
///Whether or not this atom shows screentips when hovered over
#define NO_SCREENTIPS_1 (1<<4)
#define NO_SCREENTIPS_1 (1<<3)
/// Prevent clicking things below it on the same turf eg. doors/ fulltile windows
#define PREVENT_CLICK_UNDER_1 (1<<5)
#define PREVENT_CLICK_UNDER_1 (1<<4)
///specifies that this atom is a hologram that isnt real
#define HOLOGRAM_1 (1<<6)
#define HOLOGRAM_1 (1<<5)
///Whether /atom/Initialize() has already run for the object
#define INITIALIZED_1 (1<<7)
#define INITIALIZED_1 (1<<6)
/// was this spawned by an admin? used for stat tracking stuff.
#define ADMIN_SPAWNED_1 (1<<8)
#define ADMIN_SPAWNED_1 (1<<7)
/// should not get harmed if this gets caught by an explosion?
#define PREVENT_CONTENTS_EXPLOSION_1 (1<<9)
#define PREVENT_CONTENTS_EXPLOSION_1 (1<<8)
/// Should this object be paintable with very dark colors?
#define ALLOW_DARK_PAINTS_1 (1<<10)
#define ALLOW_DARK_PAINTS_1 (1<<9)
/// Should this object be unpaintable?
#define UNPAINTABLE_1 (1<<11)
#define UNPAINTABLE_1 (1<<10)
/// Is the thing currently spinning?
#define IS_SPINNING_1 (1<<12)
#define IS_SPINNING_1 (1<<11)
/// Is this atom on top of another atom, and as such has click priority?
#define IS_ONTOP_1 (1<<13)
#define IS_ONTOP_1 (1<<12)
/// Is this atom immune to being dusted by the supermatter?
#define SUPERMATTER_IGNORES_1 (1<<14)
#define SUPERMATTER_IGNORES_1 (1<<13)
/// If a turf can be made dirty at roundstart. This is also used in areas.
#define CAN_BE_DIRTY_1 (1<<15)
#define CAN_BE_DIRTY_1 (1<<14)
/// Should we use the initial icon for display? Mostly used by overlay only objects
#define HTML_USE_INITAL_ICON_1 (1<<16)
#define HTML_USE_INITAL_ICON_1 (1<<15)
/// Can players recolor this in-game via vendors (and maybe more if support is added)?
#define IS_PLAYER_COLORABLE_1 (1<<17)
#define IS_PLAYER_COLORABLE_1 (1<<16)
/// Whether or not this atom has contextual screentips when hovered OVER
#define HAS_CONTEXTUAL_SCREENTIPS_1 (1<<18)
#define HAS_CONTEXTUAL_SCREENTIPS_1 (1<<17)
/// Whether or not this atom is storing contents for a disassociated storage object
#define HAS_DISASSOCIATED_STORAGE_1 (1<<19)
#define HAS_DISASSOCIATED_STORAGE_1 (1<<18)
/// If this atom has experienced a decal element "init finished" sourced appearance update
/// We use this to ensure stacked decals don't double up appearance updates for no rasin
/// Flag as an optimization, don't make this a trait without profiling
/// Yes I know this is a stupid flag, no you can't take him from me
#define DECAL_INIT_UPDATE_EXPERIENCED_1 (1<<20)
#define DECAL_INIT_UPDATE_EXPERIENCED_1 (1<<19)
// Update flags for [/atom/proc/update_appearance]
/// Update the atom's name
+1
View File
@@ -14,6 +14,7 @@
#define BLOCKS_CONSTRUCTION_DIR (1<<10) //! Does this object prevent same-direction things from being built on it?
#define IGNORE_DENSITY (1<<11) //! Can we ignore density when building on this object? (for example, directional windows and grilles)
#define INFINITE_RESKIN (1<<12) // We can reskin this item infinitely
#define CONDUCTS_ELECTRICITY (1<<13) //! Can this object conduct electricity?
// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
+10 -10
View File
@@ -119,7 +119,6 @@ DEFINE_BITFIELD(flags_1, list(
"ALLOW_DARK_PAINTS_1" = ALLOW_DARK_PAINTS_1,
"ATMOS_IS_PROCESSING_1" = ATMOS_IS_PROCESSING_1,
"CAN_BE_DIRTY_1" = CAN_BE_DIRTY_1,
"CONDUCT_1" = CONDUCT_1,
"HAS_CONTEXTUAL_SCREENTIPS_1" = HAS_CONTEXTUAL_SCREENTIPS_1,
"HAS_DISASSOCIATED_STORAGE_1" = HAS_DISASSOCIATED_STORAGE_1,
"HOLOGRAM_1" = HOLOGRAM_1,
@@ -127,8 +126,8 @@ DEFINE_BITFIELD(flags_1, list(
"IS_ONTOP_1" = IS_ONTOP_1,
"IS_PLAYER_COLORABLE_1" = IS_PLAYER_COLORABLE_1,
"IS_SPINNING_1" = IS_SPINNING_1,
"NODECONSTRUCT_1" = NODECONSTRUCT_1,
"NO_SCREENTIPS_1" = NO_SCREENTIPS_1,
"NODECONSTRUCT_1" = NODECONSTRUCT_1,
"ON_BORDER_1" = ON_BORDER_1,
"PREVENT_CLICK_UNDER_1" = PREVENT_CLICK_UNDER_1,
"PREVENT_CONTENTS_EXPLOSION_1" = PREVENT_CONTENTS_EXPLOSION_1,
@@ -283,18 +282,19 @@ DEFINE_BITFIELD(movement_type, list(
))
DEFINE_BITFIELD(obj_flags, list(
"IN_USE" = IN_USE,
"EMAGGED" = EMAGGED,
"CAN_BE_HIT" = CAN_BE_HIT,
"DANGEROUS_POSSESSION" = DANGEROUS_POSSESSION,
"UNIQUE_RENAME" = UNIQUE_RENAME,
"BLOCK_Z_OUT_DOWN" = BLOCK_Z_OUT_DOWN,
"BLOCK_Z_OUT_UP" = BLOCK_Z_OUT_UP,
"BLOCK_Z_IN_DOWN" = BLOCK_Z_IN_DOWN,
"BLOCK_Z_IN_UP" = BLOCK_Z_IN_UP,
"BLOCKS_CONSTRUCTION" = BLOCKS_CONSTRUCTION,
"BLOCK_Z_OUT_DOWN" = BLOCK_Z_OUT_DOWN,
"BLOCK_Z_OUT_UP" = BLOCK_Z_OUT_UP,
"BLOCKS_CONSTRUCTION_DIR" = BLOCKS_CONSTRUCTION_DIR,
"BLOCKS_CONSTRUCTION" = BLOCKS_CONSTRUCTION,
"CAN_BE_HIT" = CAN_BE_HIT,
"CONDUCTS_ELECTRICITY" = CONDUCTS_ELECTRICITY,
"DANGEROUS_POSSESSION" = DANGEROUS_POSSESSION,
"EMAGGED" = EMAGGED,
"IGNORE_DENSITY" = IGNORE_DENSITY,
"IN_USE" = IN_USE,
"UNIQUE_RENAME" = UNIQUE_RENAME,
))
DEFINE_BITFIELD(pass_flags, list(
+3 -3
View File
@@ -25,7 +25,7 @@
to_chat(affected_mob, span_danger("Your skin tingles with energy."))
if(SPT_PROB(1, seconds_per_tick))
for(var/obj/nearby_object in orange(2, affected_mob))
if(nearby_object.anchored || !(nearby_object.flags_1 & CONDUCT_1))
if(nearby_object.anchored || !(nearby_object.obj_flags & CONDUCTS_ELECTRICITY))
continue
var/move_dir = get_dir(nearby_object, affected_mob)
nearby_object.Move(get_step(nearby_object, move_dir), move_dir)
@@ -40,7 +40,7 @@
if(SPT_PROB(2, seconds_per_tick))
to_chat(affected_mob, span_danger("You feel a light shock course through your body."))
for(var/obj/nearby_object in orange(4, affected_mob))
if(nearby_object.anchored || !(nearby_object.flags_1 & CONDUCT_1))
if(nearby_object.anchored || !(nearby_object.obj_flags & CONDUCTS_ELECTRICITY))
continue
for(var/i in 1 to rand(1, 2))
nearby_object.throw_at(affected_mob, 4, 3)
@@ -55,7 +55,7 @@
if(SPT_PROB(4, seconds_per_tick))
to_chat(affected_mob, span_danger("You feel a powerful shock course through your body."))
for(var/obj/nearby_object in orange(6, affected_mob))
if(nearby_object.anchored || !(nearby_object.flags_1 & CONDUCT_1))
if(nearby_object.anchored || !(nearby_object.obj_flags & CONDUCTS_ELECTRICITY))
continue
for(var/i in 1 to rand(1, 3))
nearby_object.throw_at(affected_mob, 6, 5) // I really wanted to use addtimers to stagger out when everything gets thrown but it would probably cause a lot of lag.
+1 -1
View File
@@ -990,7 +990,7 @@
/obj/machinery/door/airlock/attackby(obj/item/C, mob/user, params)
if(!issilicon(user) && !isAdminGhostAI(user))
if(isElectrified() && (C.flags_1 & CONDUCT_1) && shock(user, 75))
if(isElectrified() && (C.obj_flags & CONDUCTS_ELECTRICITY) && shock(user, 75))
return
add_fingerprint(user)
+1 -1
View File
@@ -290,7 +290,7 @@
anchored = FALSE
density = TRUE
req_access = list(ACCESS_TELEPORTER)
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
use_power = NO_POWER_USE
active_power_usage = 150
circuit = /obj/item/circuitboard/machine/shieldwallgen
@@ -9,7 +9,7 @@
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
desc = "An AI Module for programming laws to an AI."
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 5
w_class = WEIGHT_CLASS_SMALL
throwforce = 0
+1 -1
View File
@@ -10,7 +10,7 @@
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.5)
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
usesound = 'sound/effects/spray2.ogg'
+1 -1
View File
@@ -7,7 +7,7 @@
icon_state = "chainsaw_off"
lefthand_file = 'icons/mob/inhands/weapons/chainsaw_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/chainsaw_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 13
var/force_on = 24
w_class = WEIGHT_CLASS_HUGE
+1 -1
View File
@@ -719,7 +719,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
inhand_icon_state = "zippo"
worn_icon_state = "lighter"
w_class = WEIGHT_CLASS_TINY
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
heat = 1500
resistance_flags = FIRE_PROOF
+1 -1
View File
@@ -188,7 +188,7 @@
icon = 'icons/obj/cosmetic.dmi'
icon_state = "razor"
inhand_icon_state = "razor"
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
w_class = WEIGHT_CLASS_TINY
/obj/item/razor/suicide_act(mob/living/carbon/user)
@@ -2,7 +2,7 @@
name = "chameleon projector"
icon = 'icons/obj/device.dmi'
icon_state = "shield0"
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
inhand_icon_state = "electronic"
@@ -5,7 +5,7 @@
icon = 'icons/obj/machines/engine/supermatter.dmi'
icon_state = "destabilizing_crystal"
w_class = WEIGHT_CLASS_NORMAL
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NO_PIXEL_RANDOM_DROP
throwforce = 5
throw_speed = 1
@@ -15,7 +15,7 @@
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.2)
actions_types = list(/datum/action/item_action/toggle_light)
@@ -292,7 +292,7 @@
inhand_icon_state = ""
worn_icon_state = "pen"
w_class = WEIGHT_CLASS_TINY
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
light_range = 2
COOLDOWN_DECLARE(holosign_cooldown)
@@ -366,7 +366,7 @@
light_system = STATIC_LIGHT
light_color = LIGHT_COLOR_FAINT_BLUE
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
custom_materials = null
start_on = TRUE
@@ -906,7 +906,7 @@
light_system = MOVABLE_LIGHT
light_range = 15
light_power = 1
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
item_flags = DROPDEL
actions_types = list()
@@ -5,7 +5,7 @@
icon_state = "pointer"
inhand_icon_state = "pen"
worn_icon_state = "pen"
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5)
@@ -41,7 +41,7 @@
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
force = 8
+1 -1
View File
@@ -17,7 +17,7 @@
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NO_PIXEL_RANDOM_DROP
throwforce = 5
throw_speed = 1
@@ -6,7 +6,7 @@
inhand_icon_state = "electropack"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
w_class = WEIGHT_CLASS_HUGE
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT *5, /datum/material/glass=SHEET_MATERIAL_AMOUNT * 1.25)
@@ -11,7 +11,7 @@
desc = "A basic handheld radio that communicates with local telecommunication networks."
dog_fashion = /datum/dog_fashion/back
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
throw_speed = 3
throw_range = 7
@@ -7,7 +7,7 @@
worn_icon = 'icons/mob/clothing/head/utility.dmi'
icon_state = "reverse_bear_trap"
slot_flags = ITEM_SLOT_HEAD
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
resistance_flags = FIRE_PROOF | UNACIDABLE
w_class = WEIGHT_CLASS_NORMAL
max_integrity = 300
@@ -7,7 +7,7 @@
worn_icon_state = "autopsy_scanner"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*2)
@@ -8,7 +8,7 @@
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
throwforce = 0
@@ -16,7 +16,7 @@
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
desc = "A hand-held body scanner capable of distinguishing vital signs of the subject. Has a side button to scan for chemicals, and can be toggled to scan wounds."
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
throwforce = 3
@@ -7,7 +7,7 @@
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
desc = "A hand-held scanner for analyzing someones gene sequence on the fly. Use on a DNA console to update the internal database."
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
throwforce = 3
@@ -7,7 +7,7 @@
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
throwforce = 0
throw_speed = 3
throw_range = 7
@@ -24,7 +24,7 @@ effective or pretty fucking useless.
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
inhand_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
+1 -1
View File
@@ -6,7 +6,7 @@
inhand_icon_state = "pneumatic_seal"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
resistance_flags = FIRE_PROOF | ACID_PROOF
force = 5
throwforce = 5
+3 -3
View File
@@ -6,7 +6,7 @@
worn_icon_state = "fire_extinguisher"
inhand_icon_state = "fire_extinguisher"
hitsound = 'sound/weapons/smash.ogg'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
throwforce = 10
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 2
@@ -62,7 +62,7 @@
worn_icon_state = "miniFE"
inhand_icon_state = "miniFE"
hitsound = null //it is much lighter, after all.
flags_1 = null //doesn't CONDUCT_1
obj_flags = NONE //doesn't conduct electricity
throwforce = 2
w_class = WEIGHT_CLASS_SMALL
force = 3
@@ -81,7 +81,7 @@
worn_icon_state = "miniFE"
inhand_icon_state = "miniFE"
hitsound = null //it is much lighter, after all.
flags_1 = null //doesn't CONDUCT_1
obj_flags = NONE //doesn't conduct electricity
throwforce = 1
w_class = WEIGHT_CLASS_SMALL
force = 3
+1 -1
View File
@@ -13,7 +13,7 @@
throwforce = 15
demolition_mod = 1.25
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
attack_verb_continuous = list("attacks", "chops", "cleaves", "tears", "lacerates", "cuts")
attack_verb_simple = list("attack", "chop", "cleave", "tear", "lacerate", "cut")
+1 -1
View File
@@ -6,7 +6,7 @@
inhand_icon_state = "flamethrower_0"
lefthand_file = 'icons/mob/inhands/weapons/flamethrower_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/flamethrower_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 3
throwforce = 10
throw_speed = 1
+2 -1
View File
@@ -13,7 +13,8 @@
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1 | PREVENT_CONTENTS_EXPLOSION_1 // We detonate upon being exploded.
flags_1 = PREVENT_CONTENTS_EXPLOSION_1 // We detonate upon being exploded.
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
resistance_flags = FLAMMABLE
max_integrity = 40
@@ -12,7 +12,7 @@
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
active = FALSE
det_time = 50
+2 -2
View File
@@ -38,7 +38,7 @@
inhand_icon_state = "handcuff"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_HANDCUFFED
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
@@ -350,7 +350,7 @@
inhand_icon_state = "handcuff"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
throwforce = 0
w_class = WEIGHT_CLASS_NORMAL
slowdown = 7
+3 -3
View File
@@ -27,7 +27,7 @@
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.8)
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
attack_verb_continuous = list("attacks", "stabs", "pokes")
attack_verb_simple = list("attack", "stab", "poke")
hitsound = 'sound/weapons/bladeslice.ogg'
@@ -169,7 +169,7 @@
icon_state = "metal_rolling_pin"
inhand_icon_state = "metal_rolling_pin"
force = 12
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 1.5)
custom_price = PAYCHECK_CREW * 2
bare_wound_bonus = 14
@@ -185,7 +185,7 @@
icon_state = "spoon"
base_icon_state = "spoon"
w_class = WEIGHT_CLASS_TINY
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 2
throw_speed = 3
throw_range = 5
+4 -4
View File
@@ -8,7 +8,7 @@
inhand_icon_state = "knife"
worn_icon_state = "knife"
desc = "The original knife, it is said that all other knives are only copies of this one."
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 10
demolition_mod = 0.75
w_class = WEIGHT_CLASS_SMALL
@@ -95,7 +95,7 @@
icon_state = "butch"
inhand_icon_state = "butch"
desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown by-products."
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 15
throwforce = 10
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 6)
@@ -157,7 +157,7 @@
custom_materials = null
/obj/item/knife/combat/bone/Initialize(mapload)
flags_1 &= ~CONDUCT_1
flags_1 &= ~CONDUCTS_ELECTRICITY
return ..()
/obj/item/knife/combat/cyborg
@@ -182,7 +182,7 @@
custom_materials = list(/datum/material/glass = SMALL_MATERIAL_AMOUNT * 4)
/obj/item/knife/shiv/Initialize(mapload)
flags_1 &= ~CONDUCT_1
flags_1 &= ~CONDUCTS_ELECTRICITY
return ..()
/obj/item/knife/shiv/plasma
+1 -1
View File
@@ -150,7 +150,7 @@
armour_penetration = 100
sharpness = SHARP_EDGED
w_class = WEIGHT_CLASS_NORMAL
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
light_color = LIGHT_COLOR_LIGHT_CYAN
active_force = 150
+2 -2
View File
@@ -11,7 +11,7 @@
worn_icon_state = "whip"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
force = 10
throwforce = 7
@@ -60,7 +60,7 @@
inhand_icon_state = "sabre"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
obj_flags = UNIQUE_RENAME
force = 15
throwforce = 10
+1 -1
View File
@@ -4,7 +4,7 @@
desc = "A handheld tracking device that locks onto certain signals."
icon = 'icons/obj/device.dmi'
icon_state = "pinpointer"
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
inhand_icon_state = "electronic"
+1 -1
View File
@@ -14,7 +14,7 @@
inhand_icon_state = "powerfist"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
attack_verb_continuous = list("whacks", "fists", "power-punches")
attack_verb_simple = list("whack", "fist", "power-punch")
force = 20
+1 -1
View File
@@ -8,7 +8,7 @@
opacity = FALSE
density = FALSE
anchored = FALSE
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NOBLUDGEON
force = 0
throwforce = 10
+1 -1
View File
@@ -170,7 +170,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
worn_icon_state = "RPD"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 10
throwforce = 10
throw_speed = 1
+2 -2
View File
@@ -20,7 +20,7 @@ GLOBAL_LIST_INIT(rod_recipes, list ( \
singular_name = "iron rod"
icon_state = "rods"
inhand_icon_state = "rods"
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
w_class = WEIGHT_CLASS_NORMAL
force = 9
throwforce = 10
@@ -130,7 +130,7 @@ GLOBAL_LIST_INIT(rod_recipes, list ( \
icon_state = "rods"
inhand_icon_state = "rods"
color = "#5286b9ff"
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
w_class = WEIGHT_CLASS_NORMAL
mats_per_unit = list(/datum/material/iron=HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plasma=SMALL_MATERIAL_AMOUNT*5, /datum/material/titanium=SHEET_MATERIAL_AMOUNT)
max_amount = 30
@@ -9,7 +9,7 @@
throwforce = 5
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
max_amount = 60
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/copper = 5)
merge_type = /obj/item/stack/light_w
@@ -140,7 +140,7 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \
inhand_icon_state = "sheet-metal"
mats_per_unit = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT)
throwforce = 10
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
resistance_flags = FIRE_PROOF
merge_type = /obj/item/stack/sheet/iron
grind_results = list(/datum/reagent/iron = 20)
@@ -266,7 +266,7 @@ GLOBAL_LIST_INIT(plasteel_recipes, list ( \
mats_per_unit = list(/datum/material/alloy/plasteel=SHEET_MATERIAL_AMOUNT)
material_type = /datum/material/alloy/plasteel
throwforce = 10
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
armor_type = /datum/armor/sheet_plasteel
resistance_flags = FIRE_PROOF
merge_type = /obj/item/stack/sheet/plasteel
@@ -3,7 +3,7 @@
singular_name = "light floor tile"
desc = "A floor tile, made out of glass. It produces light."
icon_state = "tile_e"
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
attack_verb_continuous = list("bashes", "batters", "bludgeons", "thrashes", "smashes")
attack_verb_simple = list("bash", "batter", "bludgeon", "thrash", "smash")
turf_type = /turf/open/floor/light
@@ -7,7 +7,7 @@
force = 6
mats_per_unit = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*0.25)
throwforce = 10
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
turf_type = /turf/open/floor/iron
armor_type = /datum/armor/tile_iron
resistance_flags = FIRE_PROOF
+1 -1
View File
@@ -344,7 +344,7 @@
throwforce = 10
throw_speed = 3
throw_range = 5
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*1.5)
custom_price = PAYCHECK_CREW * 0.6
+1 -1
View File
@@ -6,7 +6,7 @@
inhand_icon_state = "briefcase"
lefthand_file = 'icons/mob/inhands/equipment/briefcase_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/briefcase_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 8
hitsound = SFX_SWING_HIT
throw_speed = 2
+1 -1
View File
@@ -6,7 +6,7 @@
inhand_icon_state = "toolbox_default"
lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 12
throwforce = 12
throw_speed = 2
+2 -2
View File
@@ -80,7 +80,7 @@
inhand_icon_state = "plasma_tank"
worn_icon_state = "plasmatank"
tank_holder_icon_state = null
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = null //they have no straps!
force = 8
@@ -162,7 +162,7 @@
worn_icon_state = "emergency"
tank_holder_icon_state = "holder_emergency"
worn_icon = null
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
force = 4
+1 -1
View File
@@ -14,7 +14,7 @@
inhand_icon_state = "generic_tank"
lefthand_file = 'icons/mob/inhands/equipment/tanks_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tanks_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
worn_icon = 'icons/mob/clothing/back.dmi' //since these can also get thrown into suit storage slots. if something goes on the belt, set this to null.
hitsound = 'sound/weapons/smash.ogg'
+2 -2
View File
@@ -16,7 +16,7 @@
icon = 'icons/obj/device.dmi'
icon_state = "locator"
var/temp = null
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
w_class = WEIGHT_CLASS_SMALL
inhand_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
@@ -323,7 +323,7 @@
w_class = WEIGHT_CLASS_SMALL
throw_speed = 4
throw_range = 10
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
inhand_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
+1 -1
View File
@@ -7,7 +7,7 @@
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
usesound = 'sound/items/crowbar.ogg'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
force = 5
throwforce = 7
+2 -1
View File
@@ -8,7 +8,8 @@
belt_icon_state = "screwdriver"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
flags_1 = CONDUCT_1 | IS_PLAYER_COLORABLE_1
flags_1 = IS_PLAYER_COLORABLE_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
force = 5
demolition_mod = 0.5
+1 -1
View File
@@ -11,7 +11,7 @@
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
w_class = WEIGHT_CLASS_TINY
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
resistance_flags = FIRE_PROOF
tool_behaviour = null
+1 -1
View File
@@ -9,7 +9,7 @@
worn_icon_state = "welder"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
force = 3
throwforce = 5
+1 -1
View File
@@ -13,7 +13,7 @@
greyscale_config_inhand_left = /datum/greyscale_config/wirecutter_inhand_left
greyscale_config_inhand_right = /datum/greyscale_config/wirecutter_inhand_right
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
force = 6
throw_speed = 3
+1 -1
View File
@@ -7,7 +7,7 @@
worn_icon_state = "wrench"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
force = 5
throwforce = 7
+2 -2
View File
@@ -320,7 +320,7 @@
worn_icon_state = "gun"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.1, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.1)
@@ -615,7 +615,7 @@
worn_icon_state = "katana"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
force = 5
throwforce = 5
+1 -1
View File
@@ -11,7 +11,7 @@
desc = "A vending machine restock cart."
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 7
throwforce = 10
throw_speed = 1
+2 -2
View File
@@ -1,7 +1,7 @@
/obj/item/wallframe
icon = 'icons/obj/machines/wallmounts.dmi'
custom_materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT * 2)
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
inhand_icon_state = "syringe_kit"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
@@ -88,7 +88,7 @@
inhand_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
w_class = WEIGHT_CLASS_SMALL
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.5)
grind_results = list(/datum/reagent/iron = 10, /datum/reagent/silicon = 10)
+4 -4
View File
@@ -70,7 +70,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
hitsound = 'sound/weapons/bladeslice.ogg'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
force = 40
throwforce = 10
@@ -130,7 +130,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/obj/item/claymore/highlander //ALL COMMENTS MADE REGARDING THIS SWORD MUST BE MADE IN ALL CAPS
desc = "<b><i>THERE CAN BE ONLY ONE, AND IT WILL BE YOU!!!</i></b>\nActivate it in your hand to point to the nearest victim."
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
item_flags = DROPDEL //WOW BRO YOU LOST AN ARM, GUESS WHAT YOU DONT GET YOUR SWORD ANYMORE //I CANT BELIEVE SPOOKYDONUT WOULD BREAK THE REQUIREMENTS
slot_flags = null
block_chance = 0 //RNG WON'T HELP YOU NOW, PANSY
@@ -291,7 +291,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
worn_icon_state = "katana"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
force = 40
throwforce = 10
@@ -358,7 +358,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
desc = "A sharp, concealable, spring-loaded knife."
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 3
w_class = WEIGHT_CLASS_SMALL
throwforce = 5
+2 -2
View File
@@ -7,7 +7,7 @@
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
worn_icon_state = "singularity_hammer"
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
force = 5
throwforce = 15
@@ -85,7 +85,7 @@
worn_icon_state = "mjollnir"
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
force = 5
throwforce = 30
@@ -7,7 +7,7 @@
singular_name = "cannonball"
merge_type = /obj/item/stack/cannonball
throwforce = 10
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
custom_materials = list(/datum/material/alloy/plasteel=SHEET_MATERIAL_AMOUNT)
resistance_flags = FIRE_PROOF
throw_speed = 5
+2 -2
View File
@@ -10,7 +10,7 @@
density = TRUE
anchored = TRUE
pass_flags_self = PASSGRILLE
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
obj_flags = CAN_BE_HIT | IGNORE_DENSITY
pressure_resistance = 5*ONE_ATMOSPHERE
armor_type = /datum/armor/structure_grille
@@ -280,7 +280,7 @@
return
//window placing end
else if((W.flags_1 & CONDUCT_1) && shock(user, 70))
else if((W.obj_flags & CONDUCTS_ELECTRICITY) && shock(user, 70))
return
return ..()
+1 -1
View File
@@ -902,7 +902,7 @@
icon = 'icons/obj/structures.dmi'
icon_state = "rack_parts"
inhand_icon_state = "rack_parts"
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT)
var/building = FALSE
@@ -350,7 +350,7 @@
inhand_icon_state = "toolbox_gold"
lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 0
throwforce = 0
throw_speed = 2
+1 -1
View File
@@ -64,7 +64,7 @@ Striking a noncultist, however, will tear their flesh."}
righthand_file = 'icons/mob/inhands/64x64_righthand.dmi'
inhand_x_dimension = 64
inhand_y_dimension = 64
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
sharpness = SHARP_EDGED
w_class = WEIGHT_CLASS_BULKY
force = 30 // whoever balanced this got beat in the head by a bible too many times good lord
@@ -9,7 +9,7 @@
righthand_file = 'icons/mob/inhands/64x64_righthand.dmi'
inhand_x_dimension = 64
inhand_y_dimension = 64
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
sharpness = SHARP_EDGED
w_class = WEIGHT_CLASS_NORMAL
force = 20
@@ -5,7 +5,7 @@
but only few can evoke the dangers that lurk beneath reality."
icon = 'icons/obj/antags/eldritch.dmi'
icon_state = "rune_carver"
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
sharpness = SHARP_EDGED
w_class = WEIGHT_CLASS_SMALL
wound_bonus = 20
@@ -2,7 +2,7 @@
name = "cyborg chameleon projector"
icon = 'icons/obj/device.dmi'
icon_state = "shield0"
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NOBLUDGEON
inhand_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
+1 -1
View File
@@ -273,7 +273,7 @@
inhand_icon_state = "screwdriver_nuke"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
force = 5
w_class = WEIGHT_CLASS_TINY
+1 -1
View File
@@ -4,7 +4,7 @@
desc = "A small electronic device that should never exist."
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = ""
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
w_class = WEIGHT_CLASS_SMALL
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT)
throwforce = 2
+1 -1
View File
@@ -8,7 +8,7 @@
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 2
throw_range = 4
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
var/status = FALSE //0 - not readied //1 - bomb finished with welder
var/obj/item/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device
var/obj/item/tank/bombtank = null //the second part of the bomb is a plasma tank
+1 -1
View File
@@ -5,7 +5,7 @@
inhand_icon_state = "assembly"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
throwforce = 5
w_class = WEIGHT_CLASS_SMALL
throw_speed = 2
+1 -1
View File
@@ -6,7 +6,7 @@
var/obj/item/clothing/head/helmet/helmet_part = null
var/obj/item/electropack/electropack_part = null
w_class = WEIGHT_CLASS_HUGE
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
/obj/item/assembly/shock_kit/Destroy()
QDEL_NULL(helmet_part)
@@ -9,7 +9,8 @@
/obj/structure/grille/indestructible
flags_1 = CONDUCT_1 | NODECONSTRUCT_1
flags_1 = NODECONSTRUCT_1
obj_flags = CONDUCTS_ELECTRICITY
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/structure/grille/indestructible/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
@@ -3,7 +3,7 @@
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 2)
desc = "A complex electronic that will analyze the connection health between host and avatar."
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
icon = 'icons/obj/device.dmi'
icon_state = "host_monitor"
inhand_icon_state = "electronic"
@@ -1,7 +1,7 @@
/// Small handheld chameleon item that allows a user to mimic the outfit of another person quickly.
/obj/item/chameleon_scanner
// No name or desc by default, set up by the cham action
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_TINY
+1 -1
View File
@@ -54,7 +54,7 @@
icon_state = "death"
inhand_icon_state = null
body_parts_covered = CHEST|GROIN|ARMS|LEGS|FEET
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
fire_resist = T0C+5200
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
+1 -1
View File
@@ -12,7 +12,7 @@
worn_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
/// if the scanner is currently busy processing
@@ -7,7 +7,7 @@
inhand_icon_state = "fish_analyzer"
worn_icon_state = "fish_analyzer"
desc = "A fish-shaped scanner used to monitor fish's status and evolutionary traits."
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
throwforce = 3
+5 -5
View File
@@ -421,7 +421,7 @@
inhand_icon_state = "cultivator"
lefthand_file = 'icons/mob/inhands/equipment/hydroponics_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/hydroponics_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 5
throwforce = 7
w_class = WEIGHT_CLASS_SMALL
@@ -472,7 +472,7 @@
inhand_icon_state = "hatchet"
lefthand_file = 'icons/mob/inhands/equipment/hydroponics_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/hydroponics_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 12
w_class = WEIGHT_CLASS_SMALL
throwforce = 15
@@ -517,7 +517,7 @@
throw_speed = 2
throw_range = 3
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
armour_penetration = 20
wound_bonus = 10
slot_flags = ITEM_SLOT_BACK
@@ -576,7 +576,7 @@
worn_icon_state = "cutters"
lefthand_file = 'icons/mob/inhands/equipment/hydroponics_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/hydroponics_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 5
throwforce = 6
w_class = WEIGHT_CLASS_SMALL
@@ -606,7 +606,7 @@
worn_icon_state = "cutters"
lefthand_file = 'icons/mob/inhands/equipment/hydroponics_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/hydroponics_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 10
throwforce = 8
w_class = WEIGHT_CLASS_SMALL
@@ -9,7 +9,7 @@
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
var/cooldown = 35
var/current_cooldown = 0
@@ -38,7 +38,7 @@
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
var/cooldown = 35
var/current_cooldown = 0
@@ -4,7 +4,7 @@
icon = 'icons/obj/mining.dmi'
icon_state = "pickaxe"
inhand_icon_state = "pickaxe"
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
force = 15
throwforce = 10
@@ -123,7 +123,7 @@
inhand_icon_state = "shovel"
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
force = 8
throwforce = 4
@@ -206,7 +206,7 @@
inhand_icon_state = "trench_tool"
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 15
throwforce = 6
w_class = WEIGHT_CLASS_SMALL
@@ -635,7 +635,7 @@
inhand_icon_state = "spectral"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
sharpness = SHARP_EDGED
w_class = WEIGHT_CLASS_BULKY
force = 1
+2 -2
View File
@@ -298,7 +298,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\
attacher = key_name(user)
user.balloon_alert_to_viewers("attached rig")
return
if(I.tool_behaviour == TOOL_WRENCH && rig)
rig.on_found()
if(QDELETED(src))
@@ -410,7 +410,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\
icon = 'icons/obj/economy.dmi'
name = "coin"
icon_state = "coin"
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 1
throwforce = 2
w_class = WEIGHT_CLASS_TINY
@@ -14,7 +14,7 @@
inhand_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
///Host of this model
var/mob/living/silicon/robot/robot
///Icon of the module selection screen
+1 -1
View File
@@ -16,7 +16,7 @@
light_power = FLASH_LIGHT_POWER
light_on = FALSE
w_class = WEIGHT_CLASS_SMALL
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_NECK
custom_materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT*1.5)
custom_price = PAYCHECK_CREW * 2
+1 -1
View File
@@ -439,7 +439,7 @@ GLOBAL_LIST_INIT(wire_node_generating_types, typecacheof(list(/obj/structure/gri
throw_speed = 3
throw_range = 5
mats_per_unit = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.1, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.1)
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
attack_verb_continuous = list("whips", "lashes", "disciplines", "flogs")
attack_verb_simple = list("whip", "lash", "discipline", "flog")
+2 -2
View File
@@ -377,7 +377,7 @@
deconstruct()
return
to_chat(user, span_userdanger("You stick \the [tool] into the light socket!"))
if(has_power() && (tool.flags_1 & CONDUCT_1))
if(has_power() && (tool.obj_flags & CONDUCTS_ELECTRICITY))
do_sparks(3, TRUE, src)
if (prob(75))
electrocute_mob(user, get_area(src), src, (rand(7,10) * 0.1), TRUE)
@@ -420,7 +420,7 @@
..()
if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
return
if(!on || !(attacking_object.flags_1 & CONDUCT_1))
if(!on || !(attacking_object.obj_flags & CONDUCTS_ELECTRICITY))
return
if(prob(12))
electrocute_mob(user, get_area(src), src, 0.3, TRUE)
+1 -1
View File
@@ -197,7 +197,7 @@ By design, d1 is the smallest direction and d2 is the highest
throw_speed = 3
throw_range = 5
mats_per_unit = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.1, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.1)
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
attack_verb_continuous = list("whips", "lashes", "disciplines", "flogs")
attack_verb_simple = list("whip", "lash", "discipline", "flog")
@@ -4,7 +4,7 @@
icon = 'icons/obj/weapons/guns/ammo.dmi'
icon_state = "s-casing"
worn_icon_state = "bullet"
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
throwforce = 0
w_class = WEIGHT_CLASS_TINY
@@ -3,7 +3,7 @@
name = "ammo box (null_reference_exception)"
desc = "A box of ammo."
icon = 'icons/obj/weapons/guns/ammo.dmi'
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
inhand_icon_state = "syringe_kit"
worn_icon_state = "ammobox"
@@ -1,6 +1,6 @@
/obj/item/ammo_box/magazine/internal
desc = "Oh god, this shouldn't be here"
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
item_flags = ABSTRACT
//internals magazines are accessible, so replace spent ammo if full when trying to put a live one in
+1 -1
View File
@@ -9,7 +9,7 @@
icon_state = "revolver"
inhand_icon_state = "gun"
worn_icon_state = "gun"
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
appearance_flags = TILE_BOUND|PIXEL_SCALE|LONG_GLIDE|KEEP_TOGETHER
slot_flags = ITEM_SLOT_BELT
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT)
@@ -14,7 +14,7 @@
load_sound = 'sound/weapons/gun/shotgun/insert_shell.ogg'
w_class = WEIGHT_CLASS_BULKY
force = 10
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
accepted_magazine_type = /obj/item/ammo_box/magazine/internal/shot
semi_auto = FALSE
@@ -265,7 +265,7 @@
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_MEDIUM
force = 10
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
accepted_magazine_type = /obj/item/ammo_box/magazine/internal/shot/dual
sawn_desc = "Omar's coming!"
@@ -317,7 +317,7 @@
accepted_magazine_type = /obj/item/ammo_box/magazine/internal/shot/bounty
weapon_weight = WEAPON_MEDIUM
semi_auto = TRUE
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
force = 18 //it has a hook on it
sharpness = SHARP_POINTY //it does in fact, have a hook on it
attack_verb_continuous = list("slashes", "hooks", "stabs")
@@ -122,7 +122,7 @@
worn_icon_state = null
w_class = WEIGHT_CLASS_BULKY
force = 10
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
ammo_type = list(/obj/item/ammo_casing/energy/laser/accelerator)
pin = null
@@ -7,7 +7,7 @@
w_class = WEIGHT_CLASS_BULKY
force = 10
modifystate = TRUE
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse, /obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
cell_type = /obj/item/stock_parts/cell/pulse
@@ -6,7 +6,7 @@
worn_icon_state = null
shaded_charge = TRUE
w_class = WEIGHT_CLASS_HUGE
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
ammo_type = list(/obj/item/ammo_casing/energy/ion)
@@ -100,7 +100,7 @@
icon_state = "plasmacutter"
inhand_icon_state = "plasmacutter"
ammo_type = list(/obj/item/ammo_casing/energy/plasma)
flags_1 = CONDUCT_1
obj_flags = CONDUCTS_ELECTRICITY
attack_verb_continuous = list("attacks", "slashes", "cuts", "slices")
attack_verb_simple = list("attack", "slash", "cut", "slice")
force = 12

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